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  3. AlexM

Posts by AlexM

  • WIP in WIP, post your level screenshots!

    • AlexM
    • October 4, 2008 at 2:30 AM

    wow very nice albatros

    is that the unreal engine?

  • Forum restructure

    • AlexM
    • October 2, 2008 at 4:56 AM

    works for me

    cant believe I only just found this place

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 30, 2008 at 7:06 PM
    Quote from Thrik

    No — you can change the fog's colour to whatever you want. You have a relatively flat blue in your skybox so it shouldn't be difficult to get them to convincingly match up in this case.

    k I'll give it a shot

    thanks for the advice

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 30, 2008 at 2:06 AM
    Quote from Minotauro

    Yup that's a Source flaw. You need to match the fog color with the predominant color in the skybox in order to get a natural transition.

    So my only real recourse is to use a new skybox that's essentially very cloudy and color matches the fog?

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 30, 2008 at 1:34 AM

    SO I got a bit of an issue here. I've enabled fog in both the map and skybox, but the fog doesnt seem to be affecting the empty space inside the skybox which looks really weird. Is there any ways to get a haze between the player and the skybox so it doesnt look so weird?

    here's what I'm talking about

    [Blocked Image: http://team.firearms-source.com/Shinobi/sept23/ps_crossfire1070alt20000.jpg]

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 29, 2008 at 4:31 PM
    Quote from Nurb

    3 screens from my Decadence level dec-deathrow which will be in the mod at release.PIX

    that's looking awesome nurb

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 29, 2008 at 4:20 PM
    Quote from JonM

    I like it, but I think the lighting needs to be have more contrast and more color. at times it doesnt seem to match the sky. I think a darker blueish/purple lighting would help

    hey jonM, if you remember me I was shinobi from the original FA mapping boards

    In regards to some crits I got elsewhere to try to match a more desaturated look I added fog and desaturated the lights until they matched more, effectively reducing the color contrast. The fog in my skybox is a fraction of that in the map itself which causees to sky to REALLY look contrasty now. I'm trying to fix that in a new compile right now as I'm at work today. I'll post pics when I get back.

    but since I got overnight hours i'll do a spin off with your crits and try to make the lighting match the sky more

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 28, 2008 at 10:26 PM

    I tried darkening the sky with color correction, not sure how well that worked.

    [Blocked Image: http://team.firearms-source.com/Shinobi/sept23/ps_crossfire10700013.jpg]

    [Blocked Image: http://team.firearms-source.com/Shinobi/sept23/ps_crossfire10700028.jpg]

    [Blocked Image: http://team.firearms-source.com/Shinobi/sept23/ps_crossfire10700021.jpg]

  • Jack Thompson = PERMANENTLY DISBARRED

    • AlexM
    • September 25, 2008 at 11:03 PM

    nice

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 18, 2008 at 7:06 PM

    wooooo that's nice

  • Low poly environment - Girl's bedroom

    • AlexM
    • September 17, 2008 at 11:30 PM

    is paletizing/indexing also an option?

  • Low poly environment - Girl's bedroom

    • AlexM
    • September 17, 2008 at 9:56 PM

    wow very nice change of pace from the typical fare. Looking great

    As for the texture memory, according to what HP said, what would be a more acceptable level of texture memory usage?

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 17, 2008 at 8:41 PM
    Quote from e-freak

    man that reminded me of some mod I've been working on 3 years ago exactly the same textures, sky, lightsetup http://www.hlportal.de/?sec=mods&site=m ... mod_id=125

    Very nice I did end up changing that sky to a similar one because for some reason when I used that my reflections got really messed up. They essentially didnt reflect. To this day I still have no idea why that happend. I'm assuming you're using the HL2 default sky btw.

    Quote from Tarky

    SpicyTanuki - looking good. In that in game screen, I know you said it is old, I would probably try to darken the sky a little if you can. I like the lighting / atmosphere you are going for, but I am not 100% sure that sky suits.

    I'm not 100% sure either :/. A friend made that sky from some of the available shots at cgtextures.com. I'll start by darkening the env_light to see if that helps (maybe I need to desaturate it a little too?). If that doesnt do the job I'll look into darkening/desaturating the skybox itself. I should also mention, you can't see it in the screenshot but the skybox has a sort of dawn-like sun rising directly behind the player.

    I've begun a lot of big architechtural changes this week and am aiming for a weekend compile at the latest, I'll share my results then and gopefully they will be a step in the right direction.

    Also thanks for the crits, I wish I signed up for this message board years ago !

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 17, 2008 at 8:29 AM
    Quote from arhurt

    Anyway, here's the last update on this side project. I'll only come back to it after I'm done with ctf_aerospace or I may not complete any of them.The idea is that the Blue team has a base on the mountains and is constructing a giant laser to melt the ice on the top of the mountains and flood the red team's base.

    In response, the red team manufactures a tree-sawing tank and storm into the mountain to destroy the blue team's giant laser!

    [Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040005.jpg]

    Wow I love this, really creative and inspiring:)

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 17, 2008 at 8:24 AM

    it's kind of an early dawn map, it's still dark enough that the map needs considerable street lighting to be playable. This pic is from an old build and everything left of center in that screenshot is replaced but it should give you an idea of the lighting. I'm not totally happy with it, not quite sure what direction I need to go to match the skybox so I just try to tweak it every compile and try to get closer to it at this point.

    [Blocked Image: http://team.firearms-source.com/Shinobi/ps_crossfire10490001.jpg]

  • WIP in WIP, post your level screenshots!

    • AlexM
    • September 17, 2008 at 5:37 AM

    what I did tonight

    [Blocked Image: http://team.firearms-source.com/Shinobi/spicytanukicrossfire.jpg]

  • Old Washroom Scene [wip]

    • AlexM
    • September 14, 2008 at 7:24 AM

    wow! I love the brushwork. Very meticulous.

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